Devoted Clerics primarily focus on healing and buffing allies. Because of the cleric's role as a leader, they possess more healing than any other class. Clerics can also grant stat boosts, temporary hit points, haste, and other buffs to themselves and their allies. Their ability to snare and push opponents gives them the secondary role of controller. They wield holy symbols and are capable of turning the tide of any battle with a single spell. The cleric wears chain armor.

Invoke a blast of radiant light that burns foes around you, Knocks enemies away, and Heals yourself and allies. If you affect enemies and other allies at the same time, you gain 25% more Action Points.

Divinity: Applies a stacking of Damage Over Time effect to any nearby foes and a Heal Over Time effect to nearby allies. This effect can stack 3 times.

Empowered: Sun Burst consumes all stacks of Empowered to increase the Knock and Heal by 15% per stack.

When you have spent a total of 20 points, you will have unlocked the third rank of all your powers. You will be able to spend points on any power to raise it to Rank 3 and unleash more of its potential.

Ignite your target with Astral Fire, applying a Damage Over Time effect.

Divinity: You unleash a burst of Astral Fire, dealing Damage and Slowing the target for 6 seconds. This Slow stacks up to 3 times.

Empowered: Forgemaster's Flame consumes all stacks of Empowered to increase the Damage dealt by Forgemaster's Flame by 10% per stack and grant Astral Forge to all nearby allies when cast. Astral Forge increases the Damage allies deal for 5% per stack for 8 seconds.

Target has lowered Damage Resistance for a 8 seconds, and if the target is still alive after this time, they take a large amount of Damage. If target is killed during this time, you gain a large amount of Action Points, and this power instantly recharges.

Divinity: You deal instant Damage to target foe. This Damage is doubled if the target is affected by Prophecy of Doom.

Empowered: Prophecy of Doom now consumes all stacks of Empowered to increase the duration of Prophecy for seconds per stack and the Damage Resistance Debuff by +5% per stack.

Call down an angel to cast a protective ward over allies in the targeted area for a long duration. While encased in divine power, your allies have enhanced defenses and are granted a portion of their max hit points as Temporary Hit Points.

Deal Damage to foes at target location, reducing the Damage Resistance by 10% for 6 seconds. Allies at the target location are Healed, granted a Heal Over Time effect, and gain 10% increased Damage Resistance for 6 seconds.

Divine brilliance burns your foes and grants your allies blessings that once warded the armies of the gods. Each blessing absorbs 100% of incoming damage for up to 20% of the target's maximum health. While blessed, allies also immune to control effects and have greatly increased power.

These blessings are removed early when a recipient is damaged, and they bestow a small amount of Temporary Hit Points to their holder upon removal.

Seeing into the future, you are able to shield yourself for up to your maximum hit points in damage from one attack every 30 seconds. This effect also shields all party members for up to 25% of their maximum hit points from one attack.

You compel target creature to not attack you or your allies for up to 60 seconds. This effect is broken if the target takes more than 500% of your Weapon Damage. This effect may only be on one creature at a time. This effect reduces the damage a player does by 90% and lasts 10 seconds on players. Players can only be affected by Geas once every 30 seconds.

Divinity: Compel a target to stand still for 6 seconds. Subsequent casts on the same target have drastically reduced effects. Half duration on Players.

Empowered: Increases the duration of the Geas by 10 seconds per stack. 1.5 seconds per stack on Players.

When you have spent a total of 70 points, you will have unlocked the fourth rank of all your powers. You will be able to spend points on any power to raise it to Rank 4 and unleash more of its potential.

Your Heal Over Time effects grant allies a shield that ignores a flat amount of damage for 6 seconds. This amount is equal to 10/20/30/40/50% of your Weapon Damage. A target may only benefit from this shield once every 20 seconds.

Your damaging encounter powers have a 10/20/30/40/50% chance to apply a Heal Over Time effect to all allies within 30' of the target. This effect heals for 350% of your Weapon Damage over 15 seconds. This effect does not stack.

When you, or an ally within 30' of you takes damage, they receive a Heal Over Time effect from you, healing for 500% of your Weapon Damage over 10 seconds. An ally cannot trigger this effect while already affected by Shield of the Divine. Additionally, Healing Word, Bastion of Health, and Divine Glow no longer directly heal allies and instead apply a Heal Over Time effect to affected allies for double that amount over 12 seconds.

When taking damage you gain a stack of Faith. Every 3 seconds a stack of Faith will seek out a nearby damaged ally and Heal them for 60/120/180/240/300% of your weapon damage. You can only gain a stack of Faith once every second. You may only have 20 stacks, and they are removed if you leave combat.

Your Heal spells on allies now heal for 25% less and store the difference on the target as a "Gift of Faith". While an ally has Gift of Faith on them, when they drop below 45% HP the Gift of Faith is expended to immediately heal them for the full amount of the Gift. Additionally Healing Word, Bastion of Health, and Divine Glow no longer apply a Regeneration effect, but instead grant the amount they would have healed directly to the Gift of Faith.

When the Anointed Army daily buff ends, the holder is Healed for .6/1.2/1.8/2.4/3% of their max Hit Points, and gains 1/2/3/4/5% of their total Action Points. In addition, the Anointed action class feature now lasts 4/8/12/16/20% longer.

Your damaging encounter powers apply a stack of Condemned to affected and nearby targets for 30 seconds. If a foe reaches 5 stacks of Condemned they take 3/6/9/12/15% more damage from all sources for 15 seconds and will not gain new stacks of Condemned until this effect expires.

When you enter combat you gain Avatar. Avatar increases your damage by 40% and increases your cooldown speed by 40% for 25 seconds. After you have activated Avatar you cannot benefit from it again for 60 seconds. Avatar will reactivate automatically when it is ready. Leaving combat cancels Avatar and resets its cooldown.

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